Playing The Game

Hello adventurers of all shapes and sizes! Welcome to my guide and thank you so much for checking out the demands to the third episode of our introduction series. So in this episode we’re gonna be taking a look at Playing the game. Now this is going to be a super simplified meant for beginners who haven’t really played a lot of role-playing games.

There are a couple things in here that are unique to pathfinder 2e. So i highly recommend just checking up the article for that reason alone. However the vast majority of this stuff is the same as in previous editions of dungeons&dragons and pathfinder. Now with all of that out of the way let’s take a quick look at the different modes of play.

Modes Of Play

So pathfinder defines there as being the three major modes of play and this is true for most TT RPGs. The first being exploration which is essentially just exploring the world, uncovering the mysteries, solving problems and interacting with other characters. This is questing essentially…this is where you’re actively engaged in what’s going on in a non-combat context just trying to really just play out the adventure.

The second mode of play is Encounters that is fighting and engaging in the mechanics of combat. Now there’s a lot that goes into encounters will be you touching on a little bit later on in this article at least a simplified version and there will be many many articles talking about the intricacies of combat later on. So stay tuned for those but once again this article is meant for beginners.

Then the third mode of play is Downtime and downtimes a little bit complicated. So the examples that are provided are recovering from wounds, completing a task, planning a future conquest, pursuing a trade or passion. Characters’s can also use downtime to retrain, replacing one character choice with another to reflect their evolving priorities.

There’s also a lot of abilities, feats and various other tasks that require downtime. So in terms of what you need to know consider downtime discretionary hours. Your character build the choices you make regarding your character skill set will help provide you with some more options and your game master might provide you with some of their own as well.

So downtime is just what you’re doing when you’re not doing the other two if that makes sense. Now let’s check out how you overcome situations.

Overcoming Situations

This is very prevalent and exploration and then this quite simplified as well. We’ll be having several episodes dedicated to just this concept in the near ish future so once again just stay tuned. So “if there is a situation with an uncertain outcome, the GM or game master will call for a check. The PC(s) will then usually roll one d20 and add a number based on the relevant ability. Typically rolling higher is better.”

Now most game masters specify that always rolling higher is better but protip…there are going to be situations where you’re gonna want to roll either lower than the DC and intentionally fail or perhaps roll between two. A good example i give is if you’re trying to persuade a king to persue a certain course of military actions in front of his advisors.

If you roll too high on your check, i would make an argument that you’re likely to make the king feel insignificant and just too masculine. And in doing so he’s not gonna act favorably, but if you’re all too poorly he’s just gonna think you’re an idiot. So you have to kind of aim for the sweet spot those are my favorite kind of roles and i really like using them on more experienced players because it kind of shakes the game up a little bit but that’s just my pro tip.

So the second part “The Game Master will compare the number(s) rolled to a target number referred to as a difficulty class or a DC as almost everyone calls it and determinant outcome results equal or grater to the DC or a success and results less than DC are a failure”.

Which is pretty cool you can also do a critical success or a critical failure and this is a rule that’s for the most part unique to pathfinder 2e. When you roll 10 above a DC or roll a 20 on your D20 so max right! Then it’s a critical success and usually that means you get some kind of bonus in addition to whatever you are competing for.

So if you were making a check to swim across the river and usually you don’t even be able to get halfway across if you succeed. You roll and you get a critical success now you can make it all the way across. Usually it’s something like that, but it’s very much up to the game masters discretion so. That’s their call and if by contrast you can also get a critical failure.

So you either fail to DC by 10 or roll a 1 on your d20. So in using the same kind of water swimming through river example. If you roll a one that currents gonna carry you away or it could once again it depends on the game master and how they’re gonna rule it right!

So as a player all you really need to know your game master will call for a check in a relation to a skill or ability you process, you roll your D20 add the relevant number, typically you want to beat the DC although you do not know what it is, so all you need to do is just tell the GM what number it totals out to be and then they’ll tell you whether or not you a pass/fail or what happens afterwards.

So pretty cool stuff! Now let’s take a quick look at some encounters here. This is uber simplified but it’s just to get used to the formatting of what an encounter is.

Encounters *Simplified*

So combat is in pathfinder 2e is broken up into rounds. With a new round starting after each creature takes a turn. So within one round everyone takes a turn and at the end of the last person’s turn the round restarts. Cool…cool!

When the encounter begins, the game master will call for initiative which is typically rolling your perception but it depends on cicumstances. There’s a whole section covering just initiative and the different ways it can play out. Typically though the person who scores the highest goes first.

On your turn, you can kind of do whatever based off of what you’ve picked for your character but simplified you get three actions and you can use one reaction in the round. Reactions can be taken on anyone’s turn ultimately comes down to what abilities you have but well you need to know on your turn you can move and use up to three actions and then within the round you have one reaction you can spend.

So long as the ability and trigger is fine. Now once again this is uber uber simplified, there’s a ton that goes into combat and will ultimately be covering those in later articles. In terms of where we’re going after this one, we have a just quick key term article to write and then we’ll be getting into character creation pretty soon after that i know a lot of people been waiting for that so. I’m really looking forward to it.


That being said! let me know what you guys think of this article, what do you think of the series in general i always appreciate feedback so feel free to keep me in the loop and that being said! i hope you all have a great day and as always happy adventuring.

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